head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

Optimization · Pure Optimization
A tower-defense action RPG hybrid about defending magical portals from enemy waves.

Optimization · Pure Optimization
A 2D sandbox where preparation and gear tiering carry boss fights.
Deathtrap leans Optimization (Pure Optimization); Terraria leans Optimization (Pure Optimization).
Terraria leans a little harder on execution, though the gap is small.
Deathtrap
Some real-time aiming in tower placement and hero control.
Terraria
Boss fights require dodging and aim under pressure.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Deathtrap
Enemy waves are scripted or randomized, not adaptive.
Terraria
Bosses use scripted attacks; no adaptation.
Deathtrap leans a little harder on variance, though the gap is small.
Deathtrap
Wave composition and loot rolls add unpredictability.
Terraria
World seeds and loot drops randomized.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Deathtrap
Tower and build optimization is the deeply solvable core.
Terraria
Gear progression and arena prep solve every boss.
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.